Rogue
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Rogue (also known as Rogue: Exploring the Dungeons of Doom) is a dungeon crawling video game by Michael Toy and Glenn Wichman and later contributions by Ken Arnold. Rogue was originally developed around 1980 for Unix-based mainframe systems as a freely-distributed executable (Public domain software). It was later included in the official Berkeley Software Distribution 4.2 operating system (4.2BSD). Commercial ports of the game for a range of personal computers were made by Toy, Wichman, and Jon Lane under the company A.I. Design and financially supported by the Epyx software publishers. Additional ports to modern systems have been made since by other parties using the game's now-open source code.
In Rogue, players control a character as they explore several levels of a dungeon as they seek the Amulet of Yendor located in the dungeon's lowest level. The player-character must fend off from an array of monsters that roam the dungeons. Along the way, they can collect treasures that can help them offensively or defensively, such as weapons, armor, potions, scrolls, and other magical items. Rogue is turn-based taking place on a square grid represented in ASCII or other fixed character sets, allowing players to have time to determine the best move to survive. Rogue implements permadeath as a design choice to make each action by the player meaningful: should the player-character's lose all their health from combat or other means, the character is dead, and the player must restart a brand new character and cannot reload from a saved state. The dungeon levels, monster encounters, and treasures are procedurally generated on each playthrough, so that no game is the same as a previous one.
Rogue was inspired by text-based computer games such as the 1971 Star Trek game and Colossal Cave Adventure released in 1976, along with the high fantasy setting from Dungeons & Dragons. Toy and Wichman, both students at University of California Santa Cruz, worked together to create their own text-based game but looked to incorporate elements of procedural generation to create a new experience each time the user played the game. Toy later worked at University of California Berkeley where he met Arnold, the lead developer of the curses programming library that Rogue was dependent on to mimic a graphical display. Arnold helped Toy to optimize the code and incorporate additional features to the game. The commercial ports were inspired when Toy met Lane while working for the Olivetti company, and Toy engaged with Wichman again to help with designing graphics and various ports.
Rogue became popular in the 1980s among college students and other computer-savvy users in part due to its inclusion in 4.2BSD. It inspired programmers to develop a number of similar titles such as Hack (1982) and Moria (1983), though as Toy, Wichman, and Arnold had not released the source code at this time, these new games introduced different variations atop Rogue. A long lineage of games grew out from these titles; while Rogue was not the first such dungeon-crawling game with procedural generation features, it became the namesake for the genre of roguelikes due to its popularity.
The concept of Rogue originated with Michael Toy and Glenn Wichman. Toy grew up in Livermore, California, where his father was a nuclear scientist. Once a year, the father's workplace allowed their employees family to visit, which including allowing them to use the facility's mainframe system to play games. Toy took interest in the text-based Star Trek game (1971), which represented space combat through characters on screen, and required players to make strategic decisions each turn. Toy took to learn programming and recreate this game on other computer systems that he could access, including the Processor Technology Sol-20 and the Atari 400.
Toy subsequently enrolled in computer science at the University of California, Santa Cruz (UCSC) in the late 1970s. Working first on UCSC's PDP-11 and then its VAX-11, Toy began exploring what games were available over ARPANET, the predecessor of the current Internet. One game that intrigued him was Colossal Cave Adventure (also known as Adventure) (1976) by William Crowther and Don Woods. Adventure, considered the first text-based adventure game, challenged the player to explore a cave system through descriptions given by the computer and commands issued by the player. Toy was impressed by the game and started writing his own.
Toy and Lane initially funded the publishing, distribution, and promotion of the IBM PC version themselves, and though they continued to gain sales, they were only were able to break even as they lacked the power of a larger distributor. Around 1984, Robert Borch, the vice president of publishing at Epyx discovered that Rogue had become popular by several of Epyx's employees and that they suggested that Epyx should help fund ports to other systems. Though Borch felt there was niche appeal to the game, he followed this advice and contracted A.I. Design to port the game to the Apple Macintosh and Commodore Amiga upon which Epyx would take over distribution and marketing.
Toy obtained an Macintosh and took the lead in marketing the game to that system. Both Toy and Lane recognized that they could implement improved graphics with the Macintosh version, but neither had art skills to make the icons. Toy reached out Wichman to help with these graphics. Wichman was initially cautious due to the fact that his credit for Rogue in the PC version had been cast as a "contribution" equal to the UCSC playtesters rather than as equal to Toy, Arnold, or Lane. However, he agreed to help and joined A.I. Design. Much of the Macintosh version was developed in concert by Toy, Wichman, and Lane in a cabin at the Squaw Valley Ski Resort. Following this, Epyx requested that Wichman lead the development of the Atari ST version, with the company providing Wichman a system to work on. This work occurred alongside Toy's work on the Amiga version. Wichman enlisted help from an Epyx in-house artist, Michael Kosaka, to create the art on the Atari ST version. Epyx would also fund A.I. Design to port the game to other systems including the TRS-80 Color.
Borch recognized the difficulty in marketing Rogue through traditional methods compared to other games on the market at that time, and opted to push the title through software catalogs rather than retail channels. Though it sold well initially, Rogue's sales quickly declined and was considered a commercial flop. Besides the competition from more graphically-interesting games, Wichman attributed the failure to the fact that the commercial version of Rogue was essentially the same game previously offered for free via BSD and did not pose a new challenge. Epyx eventually went bankrupt in 1989, and A.I. Design disbanded. None of Toy, Wichman, Arnold, or Lane profited greatly from Rogue though became renowned in the industry for their participation on the game.
- Addeddate
- 2017-04-03 09:11:41
- Emulator
- pce-macplus
- Emulator_ext
- dsk
- Identifier
- mac_Rogue
- Pce_drive_fd1
- Rogue.dsk
- Scanner
- Internet Archive Python library 1.4.0
- Year
- 1985
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